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blender-archive/source/blender/blenloader/intern/readblenentry.c

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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* .blend file reading entry point
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_ghash.h"
#include "BLI_linklist.h"
#include "DNA_sdna_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "DNA_ID.h"
#include "DNA_material_types.h"
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#include "BKE_utildefines.h" // for ENDB
#include "BKE_main.h"
#include "BKE_global.h"
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#include "BKE_library.h" // for free_main
#include "BLO_readfile.h"
#include "BLO_undofile.h"
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#include "readfile.h"
#include "genfile.h"
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#include "BLO_readblenfile.h"
#include "BLO_sys_types.h" // needed for intptr_t
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/**
* IDType stuff, I plan to move this
* out into its own file + prefix, and
* make sure all IDType handling goes through
* these routines.
*/
typedef struct {
unsigned short code;
char *name;
int flags;
#define IDTYPE_FLAGS_ISLINKABLE (1<<0)
} IDType;
static IDType idtypes[]= {
{ ID_AC, "Action", IDTYPE_FLAGS_ISLINKABLE},
{ ID_AR, "Armature", IDTYPE_FLAGS_ISLINKABLE},
{ ID_BR, "Brush", IDTYPE_FLAGS_ISLINKABLE},
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{ ID_CA, "Camera", IDTYPE_FLAGS_ISLINKABLE},
{ ID_CU, "Curve", IDTYPE_FLAGS_ISLINKABLE},
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
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{ ID_GR, "Group", IDTYPE_FLAGS_ISLINKABLE},
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{ ID_ID, "ID", 0},
{ ID_IM, "Image", IDTYPE_FLAGS_ISLINKABLE},
{ ID_IP, "Ipo", IDTYPE_FLAGS_ISLINKABLE},
{ ID_KE, "Key", 0},
{ ID_LA, "Lamp", IDTYPE_FLAGS_ISLINKABLE},
{ ID_LF, "Life", 0},
{ ID_LI, "Library", 0},
{ ID_LT, "Lattice", IDTYPE_FLAGS_ISLINKABLE},
{ ID_MA, "Material", IDTYPE_FLAGS_ISLINKABLE},
{ ID_MB, "Metaball", IDTYPE_FLAGS_ISLINKABLE},
{ ID_ME, "Mesh", IDTYPE_FLAGS_ISLINKABLE},
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
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{ ID_NT, "NodeTree", IDTYPE_FLAGS_ISLINKABLE},
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{ ID_OB, "Object", IDTYPE_FLAGS_ISLINKABLE},
{ ID_SCE, "Scene", IDTYPE_FLAGS_ISLINKABLE},
{ ID_SCR, "Screen", 0},
{ ID_SEQ, "Sequence", 0},
{ ID_SE, "Sector", 0},
{ ID_SO, "Sound", IDTYPE_FLAGS_ISLINKABLE},
{ ID_TE, "Texture", IDTYPE_FLAGS_ISLINKABLE},
{ ID_TXT, "Text", IDTYPE_FLAGS_ISLINKABLE},
{ ID_VF, "VFont", IDTYPE_FLAGS_ISLINKABLE},
{ ID_WO, "World", IDTYPE_FLAGS_ISLINKABLE},
{ ID_WV, "Wave", 0},
};
static int nidtypes= sizeof(idtypes)/sizeof(idtypes[0]);
/* local prototypes --------------------- */
void BLO_blendhandle_print_sizes(BlendHandle *, void *);
static IDType *idtype_from_name(char *str)
{
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int i= nidtypes;
while (i--)
if (BLI_streq(str, idtypes[i].name))
return &idtypes[i];
return NULL;
}
static IDType *idtype_from_code(int code)
{
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int i= nidtypes;
while (i--)
if (code==idtypes[i].code)
return &idtypes[i];
return NULL;
}
static int bheadcode_is_idcode(int code)
{
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return idtype_from_code(code)?1:0;
}
static int idcode_is_linkable(int code) {
IDType *idt= idtype_from_code(code);
return idt?(idt->flags&IDTYPE_FLAGS_ISLINKABLE):0;
}
char *BLO_idcode_to_name(int code)
{
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IDType *idt= idtype_from_code(code);
return idt?idt->name:NULL;
}
int BLO_idcode_from_name(char *name)
{
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IDType *idt= idtype_from_name(name);
return idt?idt->code:0;
}
/* Access routines used by filesel. */
BlendHandle *BLO_blendhandle_from_file(char *file)
{
BlendReadError err;
return (BlendHandle*) blo_openblenderfile(file, &err);
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}
void BLO_blendhandle_print_sizes(BlendHandle *bh, void *fp)
{
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FileData *fd= (FileData*) bh;
BHead *bhead;
fprintf(fp, "[\n");
for (bhead= blo_firstbhead(fd); bhead; bhead= blo_nextbhead(fd, bhead)) {
if (bhead->code==ENDB)
break;
else {
short *sp= fd->filesdna->structs[bhead->SDNAnr];
char *name= fd->filesdna->types[ sp[0] ];
char buf[4];
buf[0]= (bhead->code>>24)&0xFF;
buf[1]= (bhead->code>>16)&0xFF;
buf[2]= (bhead->code>>8)&0xFF;
buf[3]= (bhead->code>>0)&0xFF;
buf[0]= buf[0]?buf[0]:' ';
buf[1]= buf[1]?buf[1]:' ';
buf[2]= buf[2]?buf[2]:' ';
buf[3]= buf[3]?buf[3]:' ';
fprintf(fp, "['%.4s', '%s', %d, %ld ], \n", buf, name, bhead->nr, (intptr_t)bhead->len+sizeof(BHead));
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}
}
fprintf(fp, "]\n");
}
LinkNode *BLO_blendhandle_get_datablock_names(BlendHandle *bh, int ofblocktype)
{
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FileData *fd= (FileData*) bh;
LinkNode *names= NULL;
BHead *bhead;
for (bhead= blo_firstbhead(fd); bhead; bhead= blo_nextbhead(fd, bhead)) {
if (bhead->code==ofblocktype) {
char *idname= bhead_id_name(fd, bhead);
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BLI_linklist_prepend(&names, strdup(idname+2));
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} else if (bhead->code==ENDB)
break;
}
return names;
}
LinkNode *BLO_blendhandle_get_previews(BlendHandle *bh, int ofblocktype)
{
FileData *fd= (FileData*) bh;
LinkNode *previews= NULL;
BHead *bhead;
int looking=0;
int npreviews = 0;
PreviewImage* prv = NULL;
PreviewImage* new_prv = NULL;
for (bhead= blo_firstbhead(fd); bhead; bhead= blo_nextbhead(fd, bhead)) {
if (bhead->code==ofblocktype) {
ID *id= (ID*) (bhead+1);
if ( (GS(id->name) == ID_MA) || (GS(id->name) == ID_TE)) {
new_prv = MEM_callocN(sizeof(PreviewImage), "newpreview");
BLI_linklist_prepend(&previews, new_prv);
looking = 1;
}
} else if (bhead->code==DATA) {
if (looking) {
if (bhead->SDNAnr == dna_findstruct_nr(fd->filesdna, "PreviewImage") ) {
prv = (PreviewImage*) (bhead+1);
npreviews = 0;
memcpy(new_prv, prv, sizeof(PreviewImage));
if (prv->rect[0]) {
unsigned int *rect = NULL;
int rectlen = 0;
new_prv->rect[0] = MEM_callocN(new_prv->w[0]*new_prv->h[0]*sizeof(unsigned int), "prvrect");
bhead= blo_nextbhead(fd, bhead);
rect = (unsigned int*)(bhead+1);
rectlen = new_prv->w[0]*new_prv->h[0]*sizeof(unsigned int);
memcpy(new_prv->rect[0], rect, bhead->len);
} else {
new_prv->rect[0] = NULL;
}
if (prv->rect[1]) {
unsigned int *rect = NULL;
int rectlen = 0;
new_prv->rect[1] = MEM_callocN(new_prv->w[1]*new_prv->h[1]*sizeof(unsigned int), "prvrect");
bhead= blo_nextbhead(fd, bhead);
rect = (unsigned int*)(bhead+1);
rectlen = new_prv->w[1]*new_prv->h[1]*sizeof(unsigned int);
memcpy(new_prv->rect[1], rect, bhead->len);
} else {
new_prv->rect[1] = NULL;
}
}
}
} else if (bhead->code==ENDB) {
break;
} else if (bhead->code==DATA) {
/* DATA blocks between IDBlock and Preview */
} else {
looking = 0;
new_prv = NULL;
prv = NULL;
}
}
return previews;
}
LinkNode *BLO_blendhandle_get_linkable_groups(BlendHandle *bh)
{
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FileData *fd= (FileData*) bh;
GHash *gathered= BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp);
LinkNode *names= NULL;
BHead *bhead;
for (bhead= blo_firstbhead(fd); bhead; bhead= blo_nextbhead(fd, bhead)) {
if (bhead->code==ENDB) {
break;
} else if (bheadcode_is_idcode(bhead->code)) {
if (idcode_is_linkable(bhead->code)) {
char *str= BLO_idcode_to_name(bhead->code);
if (!BLI_ghash_haskey(gathered, str)) {
BLI_linklist_prepend(&names, strdup(str));
BLI_ghash_insert(gathered, str, NULL);
}
}
}
}
BLI_ghash_free(gathered, NULL, NULL);
return names;
}
void BLO_blendhandle_close(BlendHandle *bh) {
FileData *fd= (FileData*) bh;
blo_freefiledata(fd);
}
/**********/
BlendFileData *BLO_read_from_file(char *file, BlendReadError *error_r)
{
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BlendFileData *bfd = NULL;
FileData *fd;
fd = blo_openblenderfile(file, error_r);
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if (fd) {
bfd= blo_read_file_internal(fd, error_r);
if (bfd) {
bfd->type= BLENFILETYPE_BLEND;
strncpy(bfd->main->name, file, sizeof(bfd->main->name)-1);
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}
blo_freefiledata(fd);
}
return bfd;
}
BlendFileData *BLO_read_from_memory(void *mem, int memsize, BlendReadError *error_r)
{
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BlendFileData *bfd = NULL;
FileData *fd;
fd = blo_openblendermemory(mem, memsize, error_r);
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if (fd) {
bfd= blo_read_file_internal(fd, error_r);
if (bfd) {
bfd->type= BLENFILETYPE_BLEND;
strcpy(bfd->main->name, "");
}
blo_freefiledata(fd);
}
return bfd;
}
BlendFileData *BLO_read_from_memfile(const char *filename, MemFile *memfile, BlendReadError *error_r)
{
BlendFileData *bfd = NULL;
FileData *fd;
ListBase mainlist;
fd = blo_openblendermemfile(memfile, error_r);
if (fd) {
strcpy(fd->filename, filename);
/* separate libraries from G.main */
blo_split_main(&mainlist, G.main);
/* add the library pointers in oldmap lookup */
blo_add_library_pointer_map(&mainlist, fd);
/* makes lookup of existing images in G.main */
blo_make_image_pointer_map(fd);
bfd= blo_read_file_internal(fd, error_r);
if (bfd) {
bfd->type= BLENFILETYPE_BLEND;
strcpy(bfd->main->name, "");
}
/* ensures relinked images are not freed */
blo_end_image_pointer_map(fd);
/* move libraries from G.main to new main */
if(bfd && mainlist.first!=mainlist.last) {
/* Library structs themselves */
bfd->main->library= G.main->library;
G.main->library.first= G.main->library.last= NULL;
/* add the Library mainlist to the new main */
BLI_remlink(&mainlist, G.main);
BLI_addhead(&mainlist, bfd->main);
}
blo_join_main(&mainlist);
blo_freefiledata(fd);
}
return bfd;
}
void BLO_blendfiledata_free(BlendFileData *bfd)
{
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if (bfd->main) {
free_main(bfd->main);
}
if (bfd->user) {
MEM_freeN(bfd->user);
}
MEM_freeN(bfd);
}
char *BLO_bre_as_string(BlendReadError error)
{
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switch (error) {
case BRE_NONE:
return "No error";
case BRE_UNABLE_TO_OPEN:
return "Unable to open";
case BRE_UNABLE_TO_READ:
return "Unable to read";
case BRE_OUT_OF_MEMORY:
return "Out of memory";
case BRE_INTERNAL_ERROR:
return "<internal error>";
case BRE_NOT_A_BLEND:
return "File is not a Blender file";
case BRE_NOT_A_PUBFILE:
return "File is not a compressed, locked or signed Blender file";
case BRE_INCOMPLETE:
return "File incomplete";
case BRE_CORRUPT:
return "File corrupt";
case BRE_TOO_NEW:
return "File needs newer Blender version, please upgrade";
case BRE_NOT_ALLOWED:
return "File is locked";
case BRE_NO_SCREEN:
return "File has no screen";
case BRE_NO_SCENE:
return "File has no scene";
default:
case BRE_INVALID:
return "<invalid read error>";
}
}